OK all, we've made a selection. I'll quickly walk you through the process of elimination we went through.
First, the party decided that Braelex and Aidon covered enough arcane capability, Braelex (and to a lesser degree Amiculus, the eidolon) can cover traps/locks.
With that, it left us with deciding between Adney and Levelle. Each of the party members were 50/50 on the two, with each character bringing their own strengths.
Ultimately I decided based on PirateDevon's longevity on the boards.
So congrats to PirateDevon, please come on over to Discussion with your character. There are a few question the players want to ask you about your crunch and I'll need a bit more info as well to incorporate you into the game quickly.
|Adney de Montchele|
OK, so it's been several years since we've had to replace anyone and here we are half way through the Adventure Path, getting ready to start Part 4. Looking for a new player, who is willing to hop in half way through and has the staying power.
My basic character creation rules:
No gunslingers, no guns.
Raise Dead doesn't exist in this campaign. All other reincarnation and resurrection spells do.
I'm currently not using any 3PP material and I'd ask that you don't either. I'm always open to exceptions but expect my initial answer to be no, with justification required on your part, not mine.
The new character will start at 10th level
1st lev Max HP, other level hps rolled on the discussion tab once accepted per campaign tab rules
45,000gp in gear
15-point buy, 2 traits (1 can be campaign, doesn't have to be at this point)
Can use Core Pathfinder races, Core Rulebook, Ultimate Combat, Ultimate Magic, Ultimate Equipment, Advanced Player's Guide, and the Advanced Class Guide (although ACG archetypes may be restricted, ask first).
Other Paizo produced material can be considered if you ask, I have access to it, and I approve it. I'm not as draconian about this as I am about the 3PP stuff above.
Character will enter the party as a Pathfinder in Magnimar assigned as a replacement on this next step of the quest.
Player expectation/how I recruit:
Goal is to be able to post a couple times a week, but some times the game moves slower or faster than that. Please expect that. I know how to make a game last, but sometimes there will be lulls.
Communicate effectively, role play when required, advance the plot always.
Argue your point or your rule whenever you disagree, but once I make a decision, let it go
Your character crunch is only important to me that it meets the ruleset above,it's complete/accurate, and it's something the party needs
More important is how you post. I will look at your other posts on various aliases to see how you interact with other posters and how you play the game.
If you have a low post count, I recommend a PM to me giving me your experience/desire. I've been playing some form of this game for 35 years, I prefer experienced players, although it's not a hard/fast requirement. It just helps eliminate unnecessary rerecruiting
Additionally, I push maps and images via Roll20.
Party currently consists of a tiefling alchemist, a human fighter (lorewarden) (reach fighter), a halfling oracle (dual cursed), and an NPC human expert/bard accompanying as a scribe. Pick your class based on how you would best fit with the party. Current party members will get to be involved in the selection process.
I'll leave this recruiting open for at least a week
...Other Paizo produced material can be considered if you ask, I have access to it, and I approve it. I'm not as draconian about this as I am about the 3PP stuff above.
1) I have a psychic build (Occult Adventures, obviously), who was intended for a lower level start of Shattered Star... (Obviously, his background fits, IMO. I think his abilities would fit the party needs). Would you consider such a build for this recruitment? The build does use material from assorted Paizo splatbooks; the single biggest element being the rebirth discipline from Occult Origins.
2) Although it's not in the lower level version of the build, as you are looking for a 10th level character, the intent was to branch out into the Loremaster prestige class, looking to use the feat Secret of Magical Disciplines from the Chronicle of Legends splatbook. If you don't want that, I can happily do the build without...
Looks like you have a smattering of everything with the current pc's and NPC. Any particular void you would like filled? (Tank, rogue, cleric, magic-user)?
I'll look over the Player's Companion for this AP and read some of the past game highlights to get a feel.
Familiar Archetypes = I haven't used them before (Animal Archive, right?). We can discuss, certainly.
The 40K is the amount of wealth you have, not the amount of money you spend. So regardless if crafted or not, use the item price.
You said 45K in your initial post and 40K here, which?
Three submissions, since some are a bit different.
His fur stands on end, as his dark eyes glint in the light of the inns' fire. "Yeah. I'm a bloody bugbear." His voice is deep, soft. Gravelly. "I wasn't always. For close to 90 years I worked for Cheliax, for the crown. I was there when Abrogail took the crown after the Civil war. Not the current Queen, her grandmother. I helped put that crown on her head. No one suspected an elf to be a spy for the infernal country. It was good. I was rich and powerful. I was a terror, given missions of stealth, espionage, assassination..."
"But all that was taken from me. I lost my money, my connections, my friends...I lost my life. I was betrayed. By the very people, I put in power. I was discarded."
"And then...I was reincarnated, and I came back as the beast everyone called me...the Bugbear. Look, this is pretty simple...I was sent here by...the person who brought me back. I have a certain set of skills." His teeth glint wickedly. "You should use them".
Konghruul is obviously a long-shot, but I thought I'd throw him up here. He was an elf who was killed and reincarnated as a Bugbear (1% chance). He is a mutagenic mauler brawler and a Primalist blood conduit bloodrager. He of course (if accepted) would have a few fewer levels.
My idea for him is to be sort of a governmental insider on this...perhaps someone from Magnimar, or Korvosa who has gotten wind and wants to infiltrate someone working for them. Or he may be trying to STOP a government he thinks is interfering. Or perhaps he feels this is a way to get back at the crown in Cheliax. The person who resurrected him is likely dead, killed by someone unknown. They were a druid, I think. He may want to do this mission because of a prophecy they made, or to finish their final desires as a way of honoring them or repaying them for bringing him back. Perhaps he feels there is a way to reverse the curse of his race. It could be a little bit of all of them. These are all hooks I'd work with with the DM to develop where he sees fit.
Konghruul is a front-line fighter with some spell casting and alchemical abilities. Also, he may or may not have an addiction.
A memory of fire and fall – My uncle believed very...different things...from my father. He believed my father was mistaken for recognizing his illegitimate children. His whore-son, he called me. The fact I was a girl didn't seem to matter.
At the end of his...I guess you have to call it a rebellion...I was the only one who stood between him and my mother. She was wounded – gravely, though I did not realize at the time – and I confronted him in the courtyard. The red autumn leaves danced around us as they fell from their branches in the wind, as the buildings behind us burned. It was so beautiful. There was no way I could beat him. He was a master swordsman. His grace, his speed, his raw power...I've never seen the like in my life since. It was everything I could do to defend myself. To turn his blade from my skin. To retaliate, and counter, and parry.
I don't remember striking the final blow.
When it was over, I found her where I'd left her. Her blood was the color of the leaves that surrounded her.
Aliyah is a tiefling, the illegitimate daughter of a lesser branch of Chelaxian nobility. The daughter of Merrim Atranta and Lord Asher Merovingian, she grew up a bastard – a well to do one, but a bastard nonetheless. Her family's sigil was a valknut, two triangles in a knot, meant to signify freedom, family, and glory. Her father's family was an ancient tree, signifying the roots and the pedigree of the house. She took these and combined them with a snake eating itself, hand-painted over the top of the upside-down tree, growing out of the stone valknut. The tree is upside down to represent the fact the family is old and "dead" in this new world, and that she is a bastard of it. And the snake because of her lineage, eating itself because, despite all of the claimants in Cheliax that devils and tieflings were lifted up, she saw too much racism. Despite their adherence to laws, she saw the same corruption in her own country as she did in all the countries Cheliax looked down upon...they were all in the same place, pointing the fingers at everyone else.
Her family worshiped the Asmodeus, and she served the church investigating corruption among its own ranks. This has disillusioned her to religion in general, as she sees those who disobey and play the system achieve just as much as those with genuinely good intentions.
She is willing to do bad things for the sake of the greater good, and knows how to do it within the system.
Aliyah is a Monk Master of many styles, Magus Bladebound Kensai. She believes sword work to be an art form.
His name was a descriptor moniker. It means Dark-skinned (Meiric, an Ulfen word) Shadow (Mthunzi, a Mwangi word) Sword (Ken, a Minkaian word) Witch (Umthakathi, a Mwangi word from a different tribe).
He goes by any of these names, as they are not a first middle last or last middle first as you see in many countries. They are literally the single word names he was called in different parts of the world.
Hatima. Fate. His right arm.
Kothama. Death. His left arm.
The tattoos are on the insides of either of his biceps, in his native tongue.
Meiric is a giant of a man, at 6'3" with coal dark skin, he is lean and muscular. He has white dreadlocks, swept back from his head, and a white beard. His eyes are also so pale as to appear white. He dresses in full armor from his days in Minkai, and always wears his masked helmet...that of a demon oni. He does not take it off in public.
"You do not need to see my face. It is the face of death, umunto ofile. I see your face, that is enough. It is the same face as a man I slew in the battle of Kurotakibashi Bridge. Perhaps we've met?"
His back is covered in a tattoo, and also in burns from a great fire.
He was trafficked out of Mwangi as a young boy, living in Casmaran for years as they traveled across the great Kelesh Empire. Eventually, he boarded a ship, sold to Minkaian lord. Used as a slave warrior in Tian, he worked his way into the service of a Shogun. When that Shogun was slane in front of Meiric, he was sold to a trader, traveling by wagon caravan back over the Crown of the world to the Lands of the Linnorm Kings, where again he fought for other men's wars, other men's politics, other men's destinies. He caused death wherever he went.
"The deserts of the Kelesh Empire are an inferno, and the Crown of the world is a frozen cemetery. I have been in the desert freezing, colder than I've ever been, Baridi, I tell you, and I have crossed an icy tundra, sweating out of my clothes, desperate for a breeze or some shade. Everyone's perception of the world is like this - full of expectations that are incorrect. Full of assumptions. Full of lies."
He grew tired of men arguing politics, arguing morals, arguing laws, all the while justifying others to suffer and die. He follows Pharasma, believing he is reborn every time he gains a new name. He has read the prophecies and believes that Varisia was where he should be, especially after all of the recent chaos happening there.
He is a mix of his Mwangi heritage with his fighting styles from Casmaran and Tian and the north, sprinkled with his interpretations of Pharasma all tinted through the worldview of a slave-warrior.
If there was death, he would usher it in. If there was a prophecy, he would follow it. This is how he would be reborn again. This is his fate.
"I remember a girl. Smaller than me, with eyes like mine. Zuri. She may have been just some random girl. I could not have been more than...four, perhaps five. Such eyes. Her smile was in them. In my memories, she is my sister. But she was probably just some other slave."
He is a Vanguard Slayer and will possibly take levels as an Inquisitor of Pharasma, possibly as a Hexenhammer, as he draws upon his Mwangi roots, mixing them with his faith, and his fighting skills. I have also considered a ninja scout mixed in there. He is fast and mobile, but armored, bringing down curses and judgments, and bonding with his traveling companions.
He fights with a Naginata, and a katana and wakizashi, or perhaps the bow. Haven't fully decided on ranged vs. melee.
This sounds fun.
I have an idea for an Eldritch Knight but it do comes with a question:
How would you feel about an Aphorite? They are basically the Axis variant of the Tiefling and Aasimar. They were originally published in Planar Adventures and expanded upon in Plane-Hopper's Handbook (but AoN has it all).
He'd be a researcher that's very much into runes and glyphs, something of a natural predilection, and joined the Pathfinder's for a better chance at researching just that.
Ok, a preliminary build. There are a couple of points in there that DM Fflash should look at, IMO. I have called them out with for your convenience.
Concept – Psychic (Rebirth) who will advance into loremaster
Gemel was born in Magnimar to the merchants of the Valdemar family.. His mother and father, Alyssia and Gheremul Valdemar, are traveling merchants, who generally trades between Magnimar and Sandpoint (mostly farm products and brewing to Magnimar, luxury items and specialized craftsmanship to Sandpoint).
Gemel spent his formative years travelling back and forth between Magnimar and Sandpoint with the family’s shipments. Pranks from the fey along these journeys led to him developing a wariness about possible imposters (Imposter Wary racial trait) .
What makes him special is that he has memories that are not his own (Past-Life Memories). He remembers fragments of not being himself, rather of lives lived in a strange, magical, empire (Thassilon). Of being a Shoanti shaman living on the plains. Of being an elf, who’d never met a human, in a forest called Mierani… and so many more. It is from this ocean of reincarnations that his psychic abilities have sprung from ( Rebirth Discipline ).
His past life memories led him into the pathfinder society, as they are exceedingly valuable when dealing with historical objects, like those the Pathfinder Society collects. When he was 17, he left Magnimar for Absalom to take his pathfinder training, and his initial ventures forth from the main chapterhouse were explorations of the Cairnlands around Absalom. He has developed a reputation inside the society of being an absolute font of arcane knowledge, even by pathfinder standards. He was invited back to Magnimar by Sheila Heidmarch, who is hoping to take advantage of his past life memories and his psychic skills in the search for the Sihedron.
5’11”, 159 lbs (quite skinny), brown-blond hair, hazel eyes (that harden to flint when he gets mad). He’s 28 years old and looks weathered.
Outgoing, friendly, happy to talk to people. Has boughts of introspectiveness when his past-life memories come upon him.
CG Male Human, Favored Class : Psychic
Psychic 8 (rebirth) Loremaster 2
Init +2 = +2 (Dex)
Speed 30 ft
AC : 18 =10+4 (armor) +2 Shield +2 Dex
HP:*** = 6 +9d6 (dice) +20 (con) + 3 FCB + 10 Toughness
Fort +8 = +2 (Psychic 8) + 1 (Loremaster 2) + 2 (con) +1 (Trait) +2 (Enhancement)
Ref +7 = +2 (Psychic 8) + 1 (Loremaster 2)+ 2 (dex) +2 Enhancement
Will +8 = +6 (Psychic 8) + 1 (Loremaster 2) - 1 (wis) +2 (Enhancement) ( +2 vs illusion, racial)
CMD : 17 = 10 + 5 (bab)+ 2 (dex)
Melee: Cestus (+4, 1d4-1)
Ranged: Crossbow ( +7, 1d8)
BAB : +5
CMB : +4 = +5 (BAB) -1 (STR)
Knacks (L0, DC 17, */day, 9 Known) : Detect Magic, Stabilize, Sift, Message, Mending, Read Magic, Mage Hand, Prestigidation, Detect Psychic Significance [/ooc]
L1 (DC 18, 6+2/day, 5+1+2 FCB Known) : Burst of Insight (Discipline), Murderous Command, Ill Omen, Adhesive Spittle, Burst of Adrenaline, Magic Missile, Heightened Awareness, Hermean Potential
L2 (DC 19, 6+2/day, 4+1+2 FCB Known) : False Life (Discipline), Mirror Image, Silence, Invisibility, See Invisible, Instigate Psychic Duel GM should review this , Euphoric Cloud
L3 (DC 20, 6+2/day, 3+1+1 FCB Known) : Contact Other Plane (Discipline), Dispel Magic, Haste, Debilitating Pain, Major Image,
L4 (DC 21, 5+1/day, 2+1 Known) : Ancestral Memory (Discipline), Confusion, Dimension Door, Telekinesis
L5 (DC 22, 3+1/day, 1 Known) : Summon Monster V, Mass Debilitating Pain, Suffocate, Etheric Shards
Str 8 = 8 (-2 pts)
Dex 14 = 12 (2 pts)+2 Enhancement
Con 14 = 12 (2 pts) +2 Enhancement
Int 24 = 16 (10 pts) +2 Racial +2 lvl4,8+4 Enhancement
Wis 8 = 8 (-2 pts)
Cha 14 = 14 (5 pts)
Feats : Reach Spell (1st), Skill Focus (K Arcana) (Focused Study, 1st), ???Eldritch Heritage (Arcane)??? (3ed), Craft Wondrous Item (5th), Persistent Spell (7th), Skill Focus (Perception) (Focused Study, 8th), Toughness (Secret: Secret Health) , Secret of Magical Discipline (9th),
Traits : Favoured Son: Tavern Owner (Campaign Trait) or Ruin Raider Dm’s Call if he’s allowing the generic campaign traits from the APG , Resilient (Combat)
Skills (74 = 8*(2)+ 2*(4) + 10*5(int)) (Ranks, skill roll. NOT INCLUDING ACP)
K Arcana (10, +25)
K Planes (10,+25)
Linguistics (4, +14 )
Appraise (5, +15 )
K Nature (1, +16 )
K Local(1, +16)
K Dungeoneering (1, +16)
K History (1, +16)
K Religion (1, +16 )
K Engineering (1, +16)
K Geography (1, +16)
K Nobility (1, +16)
Sense Motive (10,+12) (Impostor Wary)
Headband Bonuses : Use Magic Device (10,+15) , Bluff (10, +15 )
Languages : Varisian, Common, Elf, Shoanti, Draconic, Giant, Thassilonian, Azlanti, Celestial, Abyssal
Class Special Abilities :
Psychic Discipline : Rebirth
Past-Life Memories (Ex): You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
Mnemonic Esoterica (Ex): By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level. (wizard list)
Phrenic Pool : 6 = 4 (psychic lvl/2) + 2 (Cha)
Phrenic Amplifications :
Overpowering Mind (Ex) (1st): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Will of the Dead (Su) (3ed): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
Relentless Casting (Su) (7th): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.
Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
Resurgence (Su): At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.
Secret (Secret Health): Toughness as a bonus feat.
Lore: At 2nd level, a loremaster adds half his level to all Knowledge skill checks and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.
Racial Abilities :
Focused Study : All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Imposter-Wary: Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.
Psychic 1st, Discipline power (Mnemonic Esoterica, Past Life Memories), discipline spell(Burst of Insight), knacks, phrenic amplification (overpowering Mind), phrenic pool, psychic discipline (Rebirth
Psychic 2nd, Detect thoughts,
Psychic 3rd, Phrenic amplification : (Will of the Dead)
Psychic 4th, Discipline spell (False Life)
Psychic 5th, Discipline power
Psychic 6th, Discipline spell (Contact Other Plane)
Psychic 7th, Phrenic amplification (Relentless Casting)
Loremaster 1st, Secret(Bonus Feat)
Loremaster 2nd, Lore
Psychic 8th, Discipline spell(Ancestral Memories)
I am not decided on the eldritch heritage Arcane, so I have not specified the familiar... It may change to scribe scroll....
Handy Haversack 2000 gp
Headband of Vast Intelligence +4 16000 gp
Belt of Physical Might +2 (Dex, Con) 10000gp
Cloak of Resistance +2 5000 gp
Lesser Rod of Extend 3000 gp
Sleeves of Many Garments (200 gp)
2x Potion of Resist Fear (100 gp)
Potion of Touch of the Sea in Potion Sponge (52 gp)
Weapons(51 gp): Cestus (5gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 Crossbow Bolts (2 gp),
Armor : Mithral Chain Shirt Armor (1100 gp), Darkwood Heavy Wooden Shield (257gp)
(51) Explorer’s outfit, String 50 ft (1 sp) , trail rations 1 day (0.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),) 50 ft hemp rope (1gp), Inkpen (1 sp), Formula Book (10 gp, for taking notes), Ink (8 gp), Swarmsuit (20 gp), Cold weather Outfit (8gp),
(24) Mule (8 gp), Pack saddle (5 gp). 10 days Mule feed (1 gp), Trail Rations 9 days (4.5 gp), ), waterskin (1 gp), 20 Crossbow Bolts ( 2 gp), 50 ft of hemp rope (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), mess kit (2 sp),
Exotic Military Saddle (60 gp), Masterwork studded leather barding 250 gp
5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying a 3 symbol combination (holy symbol of Cayden Cailean, holy symbol of Nethys, holy symbol of Irori). – 500 gp
1 planchette with a pre-cast Symbol of Slowing on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination
Several thousand left to spend
Note that the equipment is incomplete - he has several (roughly 6) thousand left to spend. You should carefully consider the symbol spells.
A question - how much "downtime" is there in play? (For things like crafting.) Should money be spent on things from the Ultimate campaign downtime rules (are we using them)?
I am requesting the allowance to add Dwarf to the bonus language options.
Thanks for the consideration.
I spent some time today and worked up the background of my submission I present Felaelrel Mistweaver
Str – 9
Dex – 14
Con – 10
Int – 22
Wis – 12
Cha – 10
AC: 13 (+2 DX +1 Natural)
Hp: 6/6 +9d6+10
Base Attack Bonus: 5
Fort 3+0+3 Reflex 3+2+3 Will 7+1+3
Move 30’; Low Light Vision; Immune Sleep Effects, +2 sv vs Enchantment Spells; +2 Caster Check to overcome Spell Resistance; +2 Spellcraft to Identify magic items; +2 Perception Checks; Arcane Focus (+2 to concentration checks to cast defensively – replaces weapon familiarity ARG)
Arcane Bond – Familiar; Arcane School – Universalist; Hand of the Apprentice – standard action to make ranged attack with melee weapon (Attack with Int, dmg w/Str) 8/day;
Traits: Regional Recluse (Crying Leaf) - +1 Survival, +1 Perception checks at night; Exchange Agent - +1 Linguistics checks, additional language (Polyglot)
Feats: Scribe Scroll (Free), Improved Initiative (1st), Spell Penetration (3rd), Heighten Spell (5), Preferred Spell (Haste) (5b), Improved Familiar (7), Cypher Magic (9th), Reach Spell (10)
Skills: 20+60 = 80 total
Knowledge (Arcana) 10+6+3
Knowledge (History) 10+6+3
Knowledge (Planes) 10+6+3
Knowledge (local) 4+6+3
Knowledge (Geography) 3+6+3
Knowledge (religion) 3+6+3
Knowledge (Nobility) 4+6+3
Knowledge (Nature) 3+6+3
Knowledge (Dungeoneering) 7+5+3
Knowledge (Engineering) 3+6+3
Craft: (alchemy) 4+6+3
Languages: Common (Taldan), Elven, Celestial, Draconic, Sylvan, Hallit, Gnome, Thasillonian, Aklo, Polyglot, Varisian, Abyssal,
Bedroll, pouch, flint & Steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, waterskin, spellbook, Quarterstaff, Dagger, light crossbow (20 bolts), scroll case, springloaded wrist sheath, Journal,
Money: 39 PP, 58 GP, 9 SP, 10 CP
Handy Haversack, Ring of Sustenance, Cloak of Resistance (+3), Pearl of Power (1st), Wand of Mirror Image (50), Wayfinder, Ring of Feather Falling, Amulet of Natural Armor (+1), scroll: Erase, scroll: Scorching Ray, scroll: Grease, scroll: burning hands,
Permanent spell effects:
See Invisible, Read Magic, Detect Magic
1st 1st (cont) 2nd 2nd Cont 3rd 4th 5th
Mage armor Magic missile Mirror Image Stone call Phantom St Enervation Teleport
Grease Comprehend L Invisibility Bulls str Haste Dimensional Anchor Icy Prison
Enlarge Person Unseen Serv Hideous Laugh Levitate Slow Dimension Door Permanency
Feather fall Prot Evil glitterdust pyrotechnics Sleet Storm Greater invis Telepathic link
Erase Ray of Enfeeblement See invisible Acid Arrow Dispel Magic Confusion
Silent Image Snapdragon fireworks Resist energy Glitterdust Lightning Bolt Ice Storm
Felaelrel is from the town of Crying Leaf, an elven enclave in western Varisia, where he studied magic and alchemy. While Felaelrel wasn’t a martially inclined young elf, he was an astute scholar, like his uncle, Radamathel. While Falaelrel’s parents were disappointed that the boy didn’t enjoy walking among the trees as much as others, they took delight in his efforts to learn as much as possible. This was catapulted into the forefront when he journeyed to Riddleport for the first time, and saw the wonders there. This experience catapulted him even more deeply into his studies and he sought to learn more and more of the ancient world, and the history not only of the elven people, but of all races and teachings.
As he grew and aged, Felaelrel met many young humans, and watched them age much faster than he, and came to understand the complications of the younger-lived races, and began to see what motivated them. Their energy and passions interested Falaelrel, even as it saddened him that their lives passed so quickly from day to day and year to year.
His uncle, Radamathel, brought the young wizard from Crying Leaf to the Mwangi Expanses, where he trained with the mystics of the jungle for many years. While he was a student there, he came to understand the role that magic plays in nature, and while he did not fully study the their ways, he came to appreciate the learnings of those mystics and the elves which lived amongst them. During his time in the Mwangi expanse is where he met his trusted companion Qualezel “The Fearsome”, his fun-loving Faerie Dragon companion.
While in Nantambu, Felaelrel met with Neiford Sharrowsmith, and apprenticed as a Pathfinder with he Gnome illusionist, Gramble Falsesight. Felaelrel learned of the Pathfinders and joined the loose organization of Pathfinders, even traveling to Absalom to be initiated into the organization. He returned to Nantambu for a few years, and worked alongside Gramble uncovering lost relics from the jungles, but balanced with his understanding of the sympathetic links between magic and nature, and respecting the history of those ancient places.
Returning to Varisia, Felaelrel, took up his studies on his own and worked as an associate Pathfinder at times, travelling as far as the Academae in Korvosa, and to Kaer Maga, before returning to Crying Leaf. Dissatisfied with the smallness of his town, he set out for Magnimar, to study the sights and mysteries of that city. In Magnimar, he received a courier from Gramble, sending him to the aid of the Pathfinder Lodge there.
Felaelrel is bookish and intelligent, sometimes awkward among the shorter-lived races, but is fascinated with things which occurred before he was born. His scholarly bent drives him to want to know more about his companions, and to intake and record their trials and tribulations. Some would consider him reserved, but Qual brings out the best in him at social moments, especially when there are no outside stimuli for the elf to be studying.
Familiar: Dragon, Faerie
HP: 22/22 AC: 23 T: 16 FF: 19
F: +4 R: +6 W: +5
Immune Paralysis, sleep, SR 13
Move: 10’ Fly 60’ (Perfect), Swim 30’
Melee: Bite +4 (1d3-1)
Breath Weapon: 5’ cone, euphoria, Fort DC 12, useable 1d4 rnds; 3/day Invisibility,
Grease (DC 14), Silent Image (DC 14), Sleep (DC 14)
Spells at will:
Dancing Lights, Flare (Dc 13), ghost sound (DC 13), mage hand, open/close
Str: 9 Dex 17 Con 13 Int 16 Wis 14 Cha 16
Feats: Acrobatic, Dodge, Alertness, Improved Evasion, Share Spells, Emphatic Link, Deliver Touch Spells,
Acrobatic +8 , Bluff +9, Diplomacy +9, Fly +23, Perception +10, Sense Motive +10, Stealth +17, Swim +17, UMD +9. Languages: Common, Elven, Draconic, Sylvan, Telepathy 100’
Equipment: Wrist sheath, Wand of Magic missile (10th level) (50)
Qualezel is a fun-loving Faerie Dragon, who serves as a great foil for the sometimes withdrawn Fel, and uses the moniker “the Fearsome” when trying to impress others with his toothy, yet wry grin. Qual can be somewhat sarcastic, but often wins others over with his charm. The two have been adventuring together for almost ten years, and work well together. Qual often complains about missing the heat and humidity of the jungles, and jokes that the temperate climate of Varisia is cracking his scales and he needs coconut oil – of course rare in Varisia…
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Mioki, I think pad300 answered your question effectively.
1300 Eastern tomorrow is the cutoff for submittals and then I'll take it to the party for decision.
Some of you have outstanding questions about your crunch and we can work through those after selection, if needed. None of those will be instrumental in the decision process.
Again, I will remind you that my biggest concern is staying power. If you look at my record, I know how to make a game last. You wont see this DM abandon ship on a game. My concern is players who cant go the distance. If your post record doesnt support that, id suggest sending me a note to explain why this game will he different.
|Jakar Dak Kon|
|Jakar Dak Kon|
Here is my finished submission for consideration.
Either accepted or not, I had a great time creating this character. I was unfamiliar with the Magus Class, and I am glad I took the time to delve in. What a really cool Class concept, and I cannot wait to play this character either here or in game sometime in the future.
I wish all of the submissions the best of the luck, and Thank You again pad300 for assisting this noob with some questions.
|Jakar Dak Kon|
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The group chose pad300's psychic pretty much unanimously. Build a profile and come join us in discussion where I will work through your and my crunch questions.
To the others, thanks so much. I know quite a bit of work goes into creating a level 10 character and I appreciate your willingness to submit. Alas, we have but one slot.
See you around on the boards.